I haven't yet started on the DAT-1 exterior, but lots of spaceship will eventually be visible. You have a good point about the flimsy piece of glass though, I'll be adding more bulk there when I get to working on the exterior.
Beyond even bulk, I think making it curved would help. I'm used to seeing pressure resistant things as either flat panels with hefty trim, or circular to avoid pressure hotspots.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Blorp!
CHANGELOG [22nd of november 2015]
o Detailing Generator, blah blah, etc
o Detailed Generator-Dat1 vent
o Detailed north exit of Shipping Tunnels a little
o Moved and replaced terminal props next to Generator RT to prevent easy LOS from Aux Gen
o Fixed issue where structures could not be dropped on the hive's own infestation spread in Generator
o Various small hole fixes
o Various fixes of floor space that could not be built on
Played caged today and at one point we had many dead aliens, alien comm tried to spawn eggs in sewer but it would not spawn them, just one occasionally. Here's a video of it unfolding.
This is mostly the egg spawn code + too many tunnels but maybe you can help it?
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Short changelog this week.
CHANGELOG [29th of november 2015]
o Completed detailing Generator (please report remaining greybox textures if you find them)
o Detailing in both Shipping Tunnels rooms
CHANGELOG [29th of november 2015]
o Completed detailing Generator (please report remaining greybox textures if you find them)
o Detailing in both Shipping Tunnels rooms
Use "Texture Replace Tool" to select the grey texture. You will see all in 1 click.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
CHANGELOG [13th of december 2015]
o Fixed a bug where fades couldn't move through part of the Generator - DAT-1 vent
o A little more detailing in western Shipping
o Fixed a stuck point at the Shipping powernode
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
This week's build is a little bigger due to new custom assets (well, altered vanilla assets). Hold onto your megabytes!
CHANGELOG [20th of december 2015]
o Added some Christmas props to the readyroom - happy merry christkwanzhanukkah!
o Completed detail work on Shipping Tunnels
o Added Occlusion Geometry inside the large containers in Shipping Tunnels
o Moved the 'Monitoring' text on minimap so it doesn't obscure the res node
o Altered lighting on the southern wall near the hive in Generator for easier orientation
o Replaced a number of props with Japanese variants*
o Added a few Japanese decals*
*The japanese text still needs to be verified
Hi, I would just like to point out you are currently in breach of our secret binding agreement to make unicorns canon in the NS2 universe. There is distinct lack of festive unicorn on caged and I do not like it one bit!
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Yup, not that much remaining.
CHANGELOG [3rd of january 2016]
o Completed detailing Auxiliary Generator and its vent towards Access
o Made the recently added custom container props a little dirtier and worn-looking
o Fixed incorrect reference to specular maps in three custom decals
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Oprdopt!
CHANGELOG [10th of january 2016]
o Fixed floor sticking through the tech-point model in Generator
o Slight occlusion geometry improvements in Generator
o Various z-fighting and hole fixes
o Some detailing in the junction between Auxiliary Generator, Shipping Tunnels and Access
o Fixed reference to a non-existing texture
Checking out Caged is the only thing that would make me reinstall NS2. Maybe when it's finished. I've checked logs and update screenshots from time to time and it looks good.
Any word on overall balance on Caged's latest versions ?
trying the map with bots, the marines stuck in some areas. some way to fix it? looks like the bots doesn't know how to jump some objects. This is not important right now, just informing for the records and just in case caged finally comes as an official map ...
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
There are probably as few kinks in this build, because I can barely test the map locally due to a bug where NS2 often freezes when I launch a listen server.
CHANGELOG [14th of february 2016]
o Moved Life Support 128 units to the east to prepare for detailing around that area
o Changed the Life Support -> Central vent to suit the shift mentioned above
o Fixed a very important hole in Stability (Thanks MauvaisVitrier :P)
o Started detailing in Bypass
Comments
Beyond even bulk, I think making it curved would help. I'm used to seeing pressure resistant things as either flat panels with hefty trim, or circular to avoid pressure hotspots.
CHANGELOG [22nd of november 2015]
o Detailing Generator, blah blah, etc
o Detailed Generator-Dat1 vent
o Detailed north exit of Shipping Tunnels a little
o Moved and replaced terminal props next to Generator RT to prevent easy LOS from Aux Gen
o Fixed issue where structures could not be dropped on the hive's own infestation spread in Generator
o Various small hole fixes
o Various fixes of floor space that could not be built on
Here's a video of it unfolding.
This is mostly the egg spawn code + too many tunnels but maybe you can help it?
CHANGELOG [29th of november 2015]
o Completed detailing Generator (please report remaining greybox textures if you find them)
o Detailing in both Shipping Tunnels rooms
Use "Texture Replace Tool" to select the grey texture. You will see all in 1 click.
o Fixed a bug where fades couldn't move through part of the Generator - DAT-1 vent
o A little more detailing in western Shipping
o Fixed a stuck point at the Shipping powernode
CHANGELOG [20th of december 2015]
o Added some Christmas props to the readyroom - happy merry christkwanzhanukkah!
o Completed detail work on Shipping Tunnels
o Added Occlusion Geometry inside the large containers in Shipping Tunnels
o Moved the 'Monitoring' text on minimap so it doesn't obscure the res node
o Altered lighting on the southern wall near the hive in Generator for easier orientation
o Replaced a number of props with Japanese variants*
o Added a few Japanese decals*
*The japanese text still needs to be verified
You are so close!
The map is finaly comming together!!!
CHANGELOG [3rd of january 2016]
o Completed detailing Auxiliary Generator and its vent towards Access
o Made the recently added custom container props a little dirtier and worn-looking
o Fixed incorrect reference to specular maps in three custom decals
CHANGELOG [10th of january 2016]
o Fixed floor sticking through the tech-point model in Generator
o Slight occlusion geometry improvements in Generator
o Various z-fighting and hole fixes
o Some detailing in the junction between Auxiliary Generator, Shipping Tunnels and Access
o Fixed reference to a non-existing texture
Any word on overall balance on Caged's latest versions ?
Little fix today!
CHANGELOG [2nd of february 2016]
o Fixed pathing issue that screwed up a lot of structure/cyst placement
o Removed christmas pops from readyroom
CHANGELOG [7th of february 2016]
o Fixed various small holes and texture issues all around the map
I'm kidding, I am starting Launchpad right now to fix that.
CHANGELOG [14th of february 2016]
o Moved Life Support 128 units to the east to prepare for detailing around that area
o Changed the Life Support -> Central vent to suit the shift mentioned above
o Fixed a very important hole in Stability (Thanks MauvaisVitrier :P)
o Started detailing in Bypass
Does this mean the Onos Jump is out???
For now, but it will likely come back in when I detail that area more.
We'll need to give you an award for having the only map with a Parkour Route for the Onos.
Also the rest of the map looks good too I guess.